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<blockquote data-quote="EzekielRaiden" data-source="post: 8316491" data-attributes="member: 6790260"><p>If I were going to design a Warlord--as I've said in a few places here--I'd use the <em>Warlock</em> chassis. Invocations -> Tactics (passive or at-will effects). Spell slots -> Feints (which generate Gambit) and Stratagems (which spend it for splashier effect). Patron -> Leadership Style (which mental mod is your Leadership Modifier and what your fundamental leadership bonuses are). Pact -> Strategic Focus (whether you focus on buffing, granting attacks, healing, etc.--any warlord might have a taste of each of those, but you can only SOAR with your Focus). The only part that doesn't have a clean analogue yet is (as I think I've said in this very thread) the Mystic Arcanum slots, which would need some kind of potent and flashy benefit to them. Perhaps that's where you'd introduce the "Grand Strategies" (pun <em>super</em> intended) that require major prep-work to employ/perform but which can truly turn the tide of a battle when deployed successfully.</p><p></p><p>For some quick examples...</p><p>Leadership Style: Bravura (Cha-based, "high-risk, high-reward" features), Tactical (Int-based, "formations and movement" features), Resourceful (Wis-based, "heads I win, tails you lose" features).</p><p>Strategic Focus: Medic (best healer, good support for ally saves, minimal offense), Skirmisher (high mobility for ranged/hit-and-run tactics), Vanguard (aggressive from-the-front support, but weak healing), Knight-Enchanter (blending magic with strategy, weakening enemy saving throws), Sapper (using devices and ambushes), Operative (stealth and deception-based tactics)</p><p>Tactics: Hammer and Anvil, Pincer Maneuver, Bait and Switch, Fastball Special, Sword and Spell, etc.</p><p></p><p>Obviously, as with all class design things, the devil would be in the details. But as the skeleton of a class, the structure actually works <em>shockingly</em> well.</p><p></p><p></p><p>Ask and ye shall receive. (Spoilered because it's nothing new, just trimming out the replies to the other poster for you.)</p><p>[SPOILER="For FrogReaver's Eyes Only!"]</p><p></p><p>You keep <em>saying</em> this is what the Battle Master was supposed to do. I reject that argument, both in theory and in practice. I've already covered the practice side, and it seems you care about the other. So: On the theory side, I genuinely do not believe the Battle Master was ever "meant" to be a <em>Warlord</em>. It was, however, pretty clearly meant to capture the feel of a <em>4e Fighter</em>. (Remember that the "baseline" 4e Fighter was called the <em>Weaponmaster</em> subclass, which is far too similar to be mere coincidence.) When the designers got backed into a corner because it took them forever to settle on the shape the Fighter class should have (seriously, it wasn't until like the final or penultimate document that the Fighter even <em>started</em> to look like it did in the published PHB), they had to resort to what measures were available.</p><p></p><p>Now, the Purple Dragon Knight/Banneret? <em>That</em> I could at least admit was specifically supposed to be a Warlord--it even uses the word "warlord" in some of its text (e.g. "Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights.") It is also about as close to "bad" as you can get for a subclass without actually BEING bad--that is, its features are painfully mediocre and limited, and (IMO) don't really deliver on the concept of a warrior who leads others in battle.</p><p></p><p>The Battle Master is almost purely focused on doing tricksy things with weapons. It's not a Warlord. You can kinda-sorta-ish kludge part of a Warlord out of one, but it was very clearly intended for a different function--or, as I said, it's the EK of Warlords, where it's <em>mostly</em> a Fighter but has some Warlord mechanics stapled to it.</p><p></p><p></p><p>Well, here's my thoughts.</p><p>Option 1, pros: the freedom to add things that are missing, and (for classes specifically) to not be limited by how much power a subclass is allowed to have; ability to tailor the solutions narrowly and specifically to what is needed</p><p>Option 1, cons: reduplication of effort/lack of parsimony, more difficult to balance (because, e.g., a character could MC BM/Warlord)</p><p>Option 2, pros: Can (in theory) be published as errata, makes the smallest possible changes while still changing <em>something</em></p><p>Option 2, cons: Unlikely to <em>actually</em> be published as errata, unable to create new mechanics or fill holes that already exist</p><p>Option 3, pros: Requires zero effort and avoids any controversy about errata or lack of parsimony</p><p>Option 3, cons: Fails to address the problem.</p><p></p><p>Does that meaningfully address your concerns about failing to consider negative aspects of a solution? I do not consider absolute minimalism a virtue in design. Logical parsimony is only virtuous as long as it does, in fact, actually cover everything it's supposed to; remember that Occam's Razor is not "always use fewer entities," it is "entities should not be multiplied unnecessarily." Newton's theory of gravitation is <em>simpler</em> (dramatically so) than Einstein's theory of general relativity, but we use the latter and not the former due to relativity covering more of the facts.</p><p></p><p>I am arguing, here, that trying to make the Battle Master Fighter cover <em>both</em> the Mighty Thews(/Agile Archer, I guess) AND the Inspiring Captain archetype is leaving both things under-served. That we are not seeing parsimony, but rather deficiency; not frugality, but miserliness.</p><p></p><p></p><p>Again, I disagree--mostly because the Battle Master, as I argued earlier, is far too <em>personally capable.</em> The Warlord concept is not merely someone who CAN choose to inspire allies. The Warlord concept is someone who NEEDS to coordinate and strategize with allies in order to get things done. Now, this does not mean having NO combat capability without an ally--the Warlord could do some butt-kicking on her own. But it should mean that the <em>best</em> butt-kicking they do is either in direct combination with allies (e.g. Bravura Warlords who give allies risky opportunities), coordinating the whole team's movements to maximally exploit terrain (Tactical Warlords with repositioning, initiative, etc.), or dredging up those hidden reserves we all have but never tap because of self-protection instincts (Resourceful and certain other types of Warlord).</p><p></p><p>In general, the best thing a Battle Master can do is <em>just attack more</em>. It's going to be pretty rare, for example, for <em>Commander's Strike</em> to actually do better than the BM just attacking again. <em>Distracting Strike</em> isn't...the <em>worst</em>, but is pretty narrow--a chance for a chance for a good thing to happen. Rally is pretty much just bad, since it can't actually <em>heal</em> anyone. (Like...for real, even granting 6d12 healing at level 18 to every party member once per short rest is NOT that powerful, and doing that means you did LITERALLY nothing else special. A Life Cleric can do that easily, except that they can target just the people who need it most, and they <em>still get</em> all their spells on top.) <em>Maneuvering Attack</em> is probably the only "Warlord-type" maneuver that actually does more or less what a Warlord would do.</p><p></p><p>And...that's literally it. Those exhaust the "Warlord options" for the Battle Master. It's not just a matter of no scaling; it's a matter of you get only four Warlord-like things you can <em>potentially</em> do, and most of them are just not worth doing when you could instead, y'know, just do it yourself. Which is the fundamental problem of the "Fighter-as-Warlord." To be a Fighter, <em>any</em> 5e Fighter, you must be good at kicking butt all by yourself. The Battle Master simply adds a layer of "oh and you can also potentially boost an ally along the way" on top.[/SPOILER]</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8316491, member: 6790260"] If I were going to design a Warlord--as I've said in a few places here--I'd use the [I]Warlock[/I] chassis. Invocations -> Tactics (passive or at-will effects). Spell slots -> Feints (which generate Gambit) and Stratagems (which spend it for splashier effect). Patron -> Leadership Style (which mental mod is your Leadership Modifier and what your fundamental leadership bonuses are). Pact -> Strategic Focus (whether you focus on buffing, granting attacks, healing, etc.--any warlord might have a taste of each of those, but you can only SOAR with your Focus). The only part that doesn't have a clean analogue yet is (as I think I've said in this very thread) the Mystic Arcanum slots, which would need some kind of potent and flashy benefit to them. Perhaps that's where you'd introduce the "Grand Strategies" (pun [I]super[/I] intended) that require major prep-work to employ/perform but which can truly turn the tide of a battle when deployed successfully. For some quick examples... Leadership Style: Bravura (Cha-based, "high-risk, high-reward" features), Tactical (Int-based, "formations and movement" features), Resourceful (Wis-based, "heads I win, tails you lose" features). Strategic Focus: Medic (best healer, good support for ally saves, minimal offense), Skirmisher (high mobility for ranged/hit-and-run tactics), Vanguard (aggressive from-the-front support, but weak healing), Knight-Enchanter (blending magic with strategy, weakening enemy saving throws), Sapper (using devices and ambushes), Operative (stealth and deception-based tactics) Tactics: Hammer and Anvil, Pincer Maneuver, Bait and Switch, Fastball Special, Sword and Spell, etc. Obviously, as with all class design things, the devil would be in the details. But as the skeleton of a class, the structure actually works [I]shockingly[/I] well. Ask and ye shall receive. (Spoilered because it's nothing new, just trimming out the replies to the other poster for you.) [SPOILER="For FrogReaver's Eyes Only!"] You keep [I]saying[/I] this is what the Battle Master was supposed to do. I reject that argument, both in theory and in practice. I've already covered the practice side, and it seems you care about the other. So: On the theory side, I genuinely do not believe the Battle Master was ever "meant" to be a [I]Warlord[/I]. It was, however, pretty clearly meant to capture the feel of a [I]4e Fighter[/I]. (Remember that the "baseline" 4e Fighter was called the [I]Weaponmaster[/I] subclass, which is far too similar to be mere coincidence.) When the designers got backed into a corner because it took them forever to settle on the shape the Fighter class should have (seriously, it wasn't until like the final or penultimate document that the Fighter even [I]started[/I] to look like it did in the published PHB), they had to resort to what measures were available. Now, the Purple Dragon Knight/Banneret? [I]That[/I] I could at least admit was specifically supposed to be a Warlord--it even uses the word "warlord" in some of its text (e.g. "Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights.") It is also about as close to "bad" as you can get for a subclass without actually BEING bad--that is, its features are painfully mediocre and limited, and (IMO) don't really deliver on the concept of a warrior who leads others in battle. The Battle Master is almost purely focused on doing tricksy things with weapons. It's not a Warlord. You can kinda-sorta-ish kludge part of a Warlord out of one, but it was very clearly intended for a different function--or, as I said, it's the EK of Warlords, where it's [I]mostly[/I] a Fighter but has some Warlord mechanics stapled to it. Well, here's my thoughts. Option 1, pros: the freedom to add things that are missing, and (for classes specifically) to not be limited by how much power a subclass is allowed to have; ability to tailor the solutions narrowly and specifically to what is needed Option 1, cons: reduplication of effort/lack of parsimony, more difficult to balance (because, e.g., a character could MC BM/Warlord) Option 2, pros: Can (in theory) be published as errata, makes the smallest possible changes while still changing [I]something[/I] Option 2, cons: Unlikely to [I]actually[/I] be published as errata, unable to create new mechanics or fill holes that already exist Option 3, pros: Requires zero effort and avoids any controversy about errata or lack of parsimony Option 3, cons: Fails to address the problem. Does that meaningfully address your concerns about failing to consider negative aspects of a solution? I do not consider absolute minimalism a virtue in design. Logical parsimony is only virtuous as long as it does, in fact, actually cover everything it's supposed to; remember that Occam's Razor is not "always use fewer entities," it is "entities should not be multiplied unnecessarily." Newton's theory of gravitation is [I]simpler[/I] (dramatically so) than Einstein's theory of general relativity, but we use the latter and not the former due to relativity covering more of the facts. I am arguing, here, that trying to make the Battle Master Fighter cover [I]both[/I] the Mighty Thews(/Agile Archer, I guess) AND the Inspiring Captain archetype is leaving both things under-served. That we are not seeing parsimony, but rather deficiency; not frugality, but miserliness. Again, I disagree--mostly because the Battle Master, as I argued earlier, is far too [I]personally capable.[/I] The Warlord concept is not merely someone who CAN choose to inspire allies. The Warlord concept is someone who NEEDS to coordinate and strategize with allies in order to get things done. Now, this does not mean having NO combat capability without an ally--the Warlord could do some butt-kicking on her own. But it should mean that the [I]best[/I] butt-kicking they do is either in direct combination with allies (e.g. Bravura Warlords who give allies risky opportunities), coordinating the whole team's movements to maximally exploit terrain (Tactical Warlords with repositioning, initiative, etc.), or dredging up those hidden reserves we all have but never tap because of self-protection instincts (Resourceful and certain other types of Warlord). In general, the best thing a Battle Master can do is [I]just attack more[/I]. It's going to be pretty rare, for example, for [I]Commander's Strike[/I] to actually do better than the BM just attacking again. [I]Distracting Strike[/I] isn't...the [I]worst[/I], but is pretty narrow--a chance for a chance for a good thing to happen. Rally is pretty much just bad, since it can't actually [I]heal[/I] anyone. (Like...for real, even granting 6d12 healing at level 18 to every party member once per short rest is NOT that powerful, and doing that means you did LITERALLY nothing else special. A Life Cleric can do that easily, except that they can target just the people who need it most, and they [I]still get[/I] all their spells on top.) [I]Maneuvering Attack[/I] is probably the only "Warlord-type" maneuver that actually does more or less what a Warlord would do. And...that's literally it. Those exhaust the "Warlord options" for the Battle Master. It's not just a matter of no scaling; it's a matter of you get only four Warlord-like things you can [I]potentially[/I] do, and most of them are just not worth doing when you could instead, y'know, just do it yourself. Which is the fundamental problem of the "Fighter-as-Warlord." To be a Fighter, [I]any[/I] 5e Fighter, you must be good at kicking butt all by yourself. The Battle Master simply adds a layer of "oh and you can also potentially boost an ally along the way" on top.[/SPOILER] [/QUOTE]
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